Archive for December, 2008
New Limits Scene Object
Posted by Eric DeBrosse in Engine Development on December 30, 2008
I finished the new “limits” scene object today. It’s used to show the selection state of objects within the Orion Genesis world builder. It can even be used to visualize a bounding volume within the tool. It’s also going to be utilized in the game to show when an object, such as an avatar, has been selected (i.e. it was clicked on with the mouse).
There are lots of new updates to the user interface in the game. I hope to have a new patch ready before too long. Things are moving along very smoothly right now. It feels good to not have any road blocks in my way for a change.
I hope everyone has a great new year! Stay out of trouble. Stay tuned, I’ll be posting more blog updates next year!
Minor Engine Updates
Posted by Eric DeBrosse in Engine Development on December 21, 2008
The core engine code is actually pretty stable now. In fact, I don’t have to make changes to this code very often at all. However, I decided it was time to finally go back and address a few problematic issues before moving forward.
I made some minor changes to the base particle system class. There is now a parameter that can be used to set the render pass that will be used to draw the particles. This allows better control of what the particles are actually blended with during rendering. The particle systems look even better in the game now.
The 2D window/control library was also given some recent attention. The control mouse over state is more accurate now. Before, while moving the mouse quickly, the old code would sometimes select more than one control (i.e. a button) at a time. There were also certain circumstances that caused more than one popup text window to be stacked up on top of each other. These bugs, as well as some others, have all been fixed. The user interface in the game feels a lot more solid now.
I tried to use the red-black tree container template the other day and discovered that the iterator does not work correctly. I need to look into this and find out what the problem is. Then I’m going to get back to the game code again right away. The latest game client updates are looking awesome!
User Interface Graphics
Posted by Eric DeBrosse in Graphics on December 15, 2008
I’ve been working on some preliminary graphics for the user interface in my MMORPG game. My designs look fairly decent. However, they are not the best that they could be; I’m more of a programmer than an artist. I need to start trying to locate a creative and skillful artist who is interested in collaborating. I need someone who can create nice 2D artwork, as well as model in 3ds max (preferably) or Maya. If that person just might be you, then please let me know.
Hot Servers and Blown Power Supplies
Posted by Eric DeBrosse in Hardware on December 7, 2008
When I came home from eating tonight and walked in the door, I smelled the unique odor of burnt electronics! Oh crap, the computer that was running the Server Manager had a meltdown! Another power supply decided it was going to quit on me. The only spare power supply that I have was temporarily hooked up to my test server. So I decided to steal it’s power supply, once again.
The game servers ran all week without any problems, so this is good news. However, one of them is starting to run really hot. So, I decided to take them all down today for maintenance. I’m going to clean them out and/or replace any faulty fans that I find – before I blow yet another power supply. I’ll be bringing them back online again for more testing fairly soon.
Finally Found Server Bug
Posted by Eric DeBrosse in Game Development on December 1, 2008
It’s about time! After several weeks, I finally figured out what was causing my servers to crash. The shared code that makes the application run as a background service had a very obscure problem, one that proved to hide itself very well. When you combine client-server networking, multi-threaded code, and background services all together, it makes debugging extremely hard! Stay tuned for more updates.